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This series of VMK's describe how to create a FPS game engine from scratch using OpenGL. The engine is built using OpenGL but has been designed so that DirectX support can be added in later. Topics covered include windows management, game timing, scene management, 3D model loading, graphical user interfaces and working in 3D.

This series of VMK's take you through the entire game design process of creating a FPS game on paper and then building it inside Visual C++ 2005. The OpenGL Game Engine (http://www.marekknows.com/store.php) is used as the starting point for this project. All 2D textures and 3D models used in the game will be given to you as you progress through the videos.

This series of VMK's describe how to add a physics engine to an existing game/graphics engine. The VMK's use the OpenGL Game Engine (http://www.marekknows.com/store.php) demonstrate real-time game timing, simulating gravity, wind, directional forces, friction and rubber surfaces. Collision detection and collision response will also be covered.

In the 3D Audio Engine VMK series you will learn how to add 3D sound effects and music to your games and applications. Using the OpenAL API you will learn how to create an audio manager which can play sound files based on game triggers (like creaky doors). You will see how to play sounds in a continous loop for things like a machine gun sound and you will learn how to stream audio to the speakers for music playback.

This VMK series is a continuation of the Game Engine and Ghost Toast VMK series. In those other VMK series you saw how to develop a game engine mainly using OpenGL v1.0 features. In the Shader VMK series the game engine is rewritten using more advanced C++ features and the renderer is updated to use the core OpenGL v3.x specifications. Visual C++ 2010 (or newer) is required to follow along because I will be using new features of the C++ language that are not available in older compilers.

This VMK series takes you through the game design process of creating a simple word search game using the Shader Engine and Visual C++ 2015. The Shader Engine can be used as the starting point for this project if you have completed all the VMK up to 110 (http://www.marekknows.com/download_shader.php?vmk=110). Alternatively you can purchase the Zing VMK series from the store (http://www.marekknows.com/store.php#vmkSeries) which comes with a pre-compiled debug version of the Shader Engine that you can build the Zing game with.

The network programming series will teach you how to use windows sockets to create advanced internet, intranet, and other network-capable applications to transmit data across the wire, independent of the network protocol being used. We will be creating TCP and UDP networks for both client and server applications.

The General C++ series of VMK cover many different topics related to C++ programming. If you want to know how to do something in C++, just send me an email message and I'll make a video tutorial for you.

In the Puzzles & Challenges series of VMK's I present short programming puzzles/challenges for you to try to solve. The goal here is for you to practice critical thinking and problem solving in a "real-world" setting. The solution that I show will often NOT be the solution that you may have come up with! Read the forum to see how others have solved the problems.